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Klaus Teuber

Variant Rules &


Campaign Scenarios

Catan-T&B 2015 Rule Book.indd 1

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Dear Players,
Ten years ago, after publishing Catan: Cities & Knights, I was asked if there would be a third expansion of the
Base Game. I answered in the negative at that time, because I thought that all wishes to experience more in Catan
had been fulfilled. With Catan: Seafarers, the game was extended spatially, and Cities & Knights provided it with
greater depth.
At the beginning of 2006 we started a survey in the Catan Online World where, among other things, we asked the
citizens of this virtual game world which games they would want the most. Variants of the base game appeared at the
very top of the wish list.
This vote encouraged me to consolidate and further develop ideas for interesting variants and expansions that had
piled up in my drawer during the past 10 years. And now youre holding the outcome in your hands!
A Campaign with 5 scenarios opens up entirely new challenges and possibilities to experience the base game in a new
fashion, and well-established variants offer alternatives to adapt the game to ones own needs.
Hence, this expansion is all about variants of the basic bame, and the complexity of the last two scenarios of the
Campaign almost comes up to the standard of Cities & Knights.
It is impossible to bring an expansion of this scope to a satisfactory conclusion all by oneself. I therefore want to
sincerely thank all those fellow settlers mentioned under Rule Testing and Advice in the Credits section of this booklet
for their valuable help.
I wish you lots of fun with Traders & Barbarians!
Klaus Teuber, February 2007
You can find more information at:
catan.com
mayfairgames.com
klausteuber.com

G ame Components

Contents
Introduction . . . . . . . . . . . . . . . . . . . . page 2
The Variants . . . . . . . . . . . . . . . . . . pages 3-7
The Friendly Robber . . . . . . . . . . . . . .page 3
Catan Event Cards . . . . . . . . . . . . . . .page 4
Harbormaster . . . . . . . . . . . . . . . . .page 6
Catan for Two . . . . . . . . . . . . . . . . . page 6
The Campaign . . . . . . . . . . . . . . . . .pages 8-23
The Fishermen of Catan* . . . . . . . . . . . .page 8
The Rivers of Catan* . . . . . . . . . . . . . page 10
The Caravans . . . . . . . . . . . . . . . . page 12
Barbarian Attack . . . . . . . . . . . . . . . page 15
Traders & Barbarians . . . . . . . . . . . . page 19
Credits . . . . . . . . . . . . . . . . . . . . . . page 24
Card Deck Manifest . . . . . . . . . . . . . . . page 24

98 game pieces
24 knights (6 of each color)
12 bridges (3 of each color)
4 wagons (1 of each color)
36 barbarians (bronze color)
22 camels (brown color)
120 cards
1 set of cards for Catan Event Cards variant
4 cards for The Fishermen of Catan scenario
1 set of cards for Barbarian Attack scenario
2 sets of cards for Traders & Barbarians scenario
17 terrain tiles, fishing ground tiles, and sea frame pieces
40 gold coin counters (25 small, 15 large)
1 special victory point card Harbormaster,
4 special tiles Wealthiest Settler (1), and Poor Settler (3)
21 trade tokens (Catan chits)
36 commodity tokens
30 fish tokens
1 Variants & Scenarios booklet

*These 2 scenarios differ significantly from the previously


published mini-expansions with the same names. Both
scenarios have expanded rules; the first has an added lake,
while the second has more river hexes. Read the rules for each
of these scenarios carefully before beginning play.

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B efore Your First G ame


Carefully detach the die-cut cardboard pieces from the
frames. On the backs of the larger pieces, you will find the name
of the corresponding variant or scenario. The color of each
back serves as an additional distinguishing characteristic
each variant/scenario has a unique corresponding color. You
can also find those colors on the card backs.
Variant The Friendly Robber . . . . . . . . Gray
Variant Catan Event Cards . . . . . . . . . Black
Variant Harbormaster . . . . . . . . . . . . Red
Variant Catan for Two . . . . . . . . Light Green
Scenario The Fishermen of Catan . . Sea Blue
Scenario The Rivers of Catan . . . . Dark Blue
Scenario The Caravans . . . . . . . . . . . . Tan
Scenario Barbarian Attack . . . . . Dark Green
Scenario Traders & Barbarians . . . . . Purple

The Caravans

Fishermen

ians

arbar

s&B

r
Trade

of Catan

Barbarian Attack
The Rivers

of Catan

N ote
The variants can be used and combined with each other
as well as with the Traders & Barbarians (T&B) scenarios,
with Catan: Seafarers, scenarios, and to a certain extent with
Catan: Cities & Knights. (C&K) For some variant/scenario
combinations, the rules have to be slightly modified or adapted.
Such adaptations of rules are specified in each of the respective
variants and scenarios listed in this booklet.

Variants
The Friendly Robber

The R ule Change


When a 7 is rolled or a knight card is played, the robber
may not be moved to a terrain hex that is adjacent to a
settlement of a player who only has 2 victory points.
If, because of this rule, the robber has no valid terrain hex to
move to, the robber moves to (or remains on) the desert hex.
In this case, a resource card may not be taken from any player
who only has 2 victory points.
When using this rule, you still lose half of your resource cards
when a 7 is rolled and you have more than 7 resource cards.

Whats going on in the forest of Catan? Strange stories are


coming out of the dark woods of the Black Forest, hinting
that the dreaded robber has disappeared without a trace,
and that a young lad has taken his place. His name is said to
be Rob de Hood, and supposedly he is only taking from rich
travelers. Poor devils are allowed to move on
Duration of the Game: according to scenario
Additional Components: none

What It Is A bout

Tips For P laying This V ariant

Who hasnt experienced the frustration of having the robber


moved next to one of your settlements early in the game? Not
only may you lose a resourcethe robber blocks crucial
resource production until a 7 is rolled or a knight card is
played. The Friendly Robber variant protects you from the
robber until you have more than 2 victory points.

This variant should always be used when playing with family


members, particularly when children are participating in
the game.

Possible C ombinations
This variant can be combined with all other T&B variants,
T&B scenarios, and Seafarers scenarios, without rule changes.

The Islands are spring Each life is a short step on an endless


dgournee toward discoveree and the betterment of the world

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Preparation

Catan Event Cards

Separate out the Brief Rules card and the New Year card.
a) Shuffle the remaining 36 cards.
b) Place 5 of the shuffled cards face down to start the event
card deck.
c) Place the New Year card face down on top of these
5 cards.
d) Place the remaining shuffled cards face down on top of the
New Year card.
You have prepared the event card deck and are ready to begin
play. Each turn, reveal the top event card, then resolve any event
shown first, and finally produce resources using the number on
the circular chit on the card.
When the New Year is revealed, repeat the preparation
process above to create a new event card deck (then reveal the
top card, resolve any event, and produce resources using the
number on the new card).
Note: Each time the deck is prepared, 5 cards are excluded
from play until the next time the deck is prepared. This
creates some uncertainty to the final resource rolls as the
deck runs out. If having a perfect dice distribution is more
important to you, feel free to play through all 36 cards
without the New Year card, and simply reshuffle when all
cards have been used!

Every man is the architect of his own fortunethis


proverb is also true in Catan. Pick up the dice and challenge
fortune each time anew! Of course, sometimes one will be
at odds with the forces controlling fate, when ones own
numbers wont come up and fortune only smiles on the
other players.
But now it seems that so-called scientists have
succeeded in making fortune a more calculable affairby
applying statistical methods. And it actually seems to work!
Although, from what one hears, the use of mathematics also
has unpleasant consequences: it is no longer possible to
excuse ones own defeat by saying that ones numbers didnt
come up
Duration of the Game: According to scenario
Additional Components: 1 event deck (as shown here):
Production
Roll
36 Event
Cards
ROBBER ATTACKS!

NEW YEAR

Additional R ules

Event
Effects

1. Each player with more than 7 cards


must discard half (rounded down).
2. Move the robber. Draw 1 random
resource card from any 1 player
with a settlement and/or city next to
the robbers new hex.

C&K event
Roll

Each player receives only 1 resource


for each of his cities that produces
this turn.
Cities & Knights: You may not take
a commodity card.

Catan-T&B 2015 Rule Book.indd 4

Earthquake (Prod. #: 6)
Each player turns 1 (maximum) of
his roads sideways (at a 90 angle). You
may not build roads until your turned
road is repaired. The repairs cost
1 lumber and 1 brick. Roads turned
sideways are still counted towards the
Longest Road. You may not build a
settlement adjacent to a damaged road.

1. Each player with more than


7 cards must discard half of their
cards (rounded down).
2. Move the robber. Draw 1 random
resource or commodity card from
any 1 player with a settlement
and/or city next to the
robbers new hex.

EPIDEMIC

Epidemic (Prod. #s: 6 and 8)

What It Is A bout
These cards replace the dice! On your turn, you dont roll
the dice: instead, you turn the top of the event card deck face
up. The number in the upper right corner of the card is the
roll. It determines which terrain hexes produce resources (if
any).
That face-up card may also trigger a particular event. There
are a total of 11 different events, and almost half of the cards
have events.
The statistically correct distribution of the numbers on the
cards reduces the randomness produced by dice rolls. However,
in exchange, the events inject new elements of chance into the
gamethus producing a slightly different ambience.

2015 Catan GmbH

1 Brief
Rules Card

This event deck replaces the production die roll!


Note: For Cities & Knights, you still have to
roll the event die.
1. Remove this card and the New Year card.
2. Shuffl e the remaining 36 event cards and put
5 of them face down (without looking at them).
3. Place the New Year card on top of these 5 cards.
Optional: Shuffle the New Year card with
these 5 cards.
4. Place the remaining 31 cards face down on top
of these 6 cards.
At the beginning of each turn, fl ip over the top
card. First, resolve the event shown on the card.
Second, produce at hexes that match the
number shown in the upper right corner.

C&K: Roll the event die every time


you flip a card. If you roll a city gate,
use the red die value shown in the lower
right corner for progress cards.
Repeat steps 1-4 each time you
reveal the New Year card.

Robber Attacks! (Prod. #: 7)

1. Each player with more than


7 cards must discard half of their
cards (rounded down).
2. Move the robber. Draw 1 random
resource or commodity card from
any 1 player with a settlement
and/or city next to the
robbers new hex.

2015 Catan GmbH

CaTan eVenT Cards brieF rules

ROBBER ATTACKS!

Each player receives only


1 resource for each of his cities
that produces this turn.
C&K: You may not take
a commodity card.

EARTHQUAKE

2015 Catan GmbH

1. Shuffle all the


event cards (except this one).
2. Put 5 event cards face down and
place this card on top of those 5.
3. Place the remaining 31 event
cards on top of this card to form
a new draw pile.
4. Draw the top card to begin
the turn.
2015 Catan GmbH

2015 Catan GmbH

1 New
Year Card

Each player turns 1 (maximum)


of his roads sideways.
You may not build roads until
you pay 1 lumber and 1 brick to
repair your turned road.
Roads turned sideways still count
towards the Longest Road.

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TOURNAMENT

2015 Catan GmbH

The player(s) with the most knight


cards revealed takes 1 resource of
his choice from the bank.
C&K: The player(s) with the most
active knight points takes
1 resource card. You may not
take a commodity card.

TRADE ADVANTAGE

2015 Catan GmbH

The player with the Longest Road


card (if not claimed, the player
with more roads than any other
player) may take 1 resource card
from any player. You may not take
a development card.
C&K: You may not take
a progress card.

CALM SEAS

Tournament (Prod. #: 5)
The player(s) with the most knight
cards revealed takes 1 resource of his
choice from the bank.
Cities & Knights: The player(s) with
the most active knight points takes a
resource card. You may not take (1)
commodity card.

Plentiful Year (Prod. #: 2)


Each player takes 1 resource of
his choice from the supply.
Cities & Knights: You may not take
a commodity card.

Trade Advantage (Prod. #: 5)


The player with the Longest Road
card (if not claimed, the single player
with more roads than any other player)
may take 1 resource card from any
player. If there is a tie for number of
roads (fewer than 5), ignore this event.
You may not take a development card.
Cities & Knights: You may not take a
progress card.

The settlers labor. Catan prospers!


Note: No event occurs.

2015 Catan GmbH

ROBBER FLEES!

The player(s) with the most harbors


receives 1 resource card of his/their
choice from the supply.
Cities & Knights: You may not take a
commodity card.

Robber Flees (Prod. #s: 2x 4)

2015 Catan GmbH

The robber returns to the desert. Do


not draw a card from any player.

2015 Catan GmbH

NEIGHBORLY
ASSISTANCE

10

The player(s) with the most VPs


give(s) 1 player with fewer VPs
1 resource card of the givers choice. If
a giver doesnt have a resource card to
give, that giver ignores this event.
C&K: You may give a commodity
in place of a resource. You must
give a commodity if thats
all you have.

Each player takes 1 resource


of his choice from the bank.
C&K: You may not take
a commodity card.

The settlers labor.


Catan prospers!

NEW YEAR

1. Shuffle all the


event cards (except this one).
2. Put 5 event cards face down and
place this card on top of those 5.
3. Place the remaining 31 event
cards on top of this card to form
a new draw pile.
4. Draw the top card to begin
the turn.

This variant can be combined with all other T&B variants,


T&B scenarios, and Seafarers scenarios, without rule changes.
For Cities & Knights: Roll the C&K event die every time you
turn over an event card. If the event die shows a city gate, use
the red die value shown in the lower right corner of the event
card for progress cards. Then play proceeds normally.

The player(s) with the most victory


points give(s) 1 player with fewer
victory points 1 resource card of the
givers choice. If a giver doesnt have a
resource card to give, that giver ignores
this event card effect.
Cities & Knights: You may give a
commodity in place of a resource.
You must give a commodity if thats
all you have.

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Catan-T&B 2015 Rule Book.indd 5

Possible C ombinations :

Neighborly Assistance
(Prod. #s: 10 and 11)

The robber returns


to the desert.
Do not draw a card
from any player.

New Year
1. Shuffle all the event cards (except
this one).
2. Put 5 event cards face down and
place this card on top of those 5.
3. Place the remaining 31 event cards
face down on top of this card to
form a new draw pile.
4. Draw the top card to begin
the turn.

The player with the Largest Army


card (if not claimed, the single player
with the most knight cards) takes
1 resource card at random from
any one player.
C&K: Each player with the highest
total value of active knights takes
1 random resource/commodity
card. You may not take
a progress card.

PLENTIFUL YEAR

Cards Without Events (Prod. #s:


3, 4, 2x 5, 2x 6, 4x 8,
3x 9, 2x 10, 11)

Calm Sea (Prod. #s: 9 and 12)


The player(s) with the most
harbors receive(s) 1 resource
card of his choice from
the bank.
C&K: You may not take
a commodity card.

CONFLICT

2015 Catan GmbH

C&K: Instead of a resource, you


may give a commodity. You
must give a commodity if thats
all you have in your hand.

The player with the Largest Army


card (if not claimed, the single player
with the most face-up knight cards)
takes 1 resource card at random from
any one player. If there is a tie for
face-up knight cards (fewer than 3),
ignore this event. You may not take a
development card.
Cities & Knights: The single player
with the highest total value of active
knights takes a random resource/
commodity card. If tied ignore effect.
You may not take a progress card.

2015 Catan GmbH

2015 Catan GmbH

Each player gives the player to


his left 1 resource of the givers
choice (if he has one).

Conflict (Prod. #: 3)

Each player gives the player to his left


1 resource of the givers choice (if he
has one).
Cities & Knights: Instead of a
resource, you may give a commodity.
You must give a commodity if thats all
you have in your hand.

2015 Catan GmbH

Good Neighbors (Prod. #: 6)

2015 Catan GmbH

GOOD NEIGHBORS

leave the womb discover and


better our world

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Harbormaster

Catan For Two

With its dangers and temptations, the sea has always


attracted adventurous people. They congregate in harbors,
which is why harbors are home to an exceptional number
of adventurers. Whoever can control those savage hordes of
adventurers is undoubtedly destined for greater things
maybe even the title of Harbormaster! Will it be the first step
towards even higher honors?
Duration of the Game: According to scenario
Additional Components: 1 Harbormaster special VP card

The Catanians are sociable people. They get together


and have fungroups of four have the most enjoyable
experiences, although life can still be very exciting for
groups of three. More and more frequently, however, groups
of two can be seen searching for adventure all by themselves.
But wait a minute, these people can be helped: now the
fun for two plus two has arrived! Two are real, the other two
imaginarygive the challenge of Catan for Two a try!
Duration of the Game: According to scenario
Additional Components: 20 trade tokens

What It Is A bout
As trade becomes more and
more important on Catan, the
harbors have an ever-increasing
relevance. Settlements and
cities at harbors provide
harbor points.
The player with the most
harbor points receives
2 special victory points.

H arbormaster
2 Victory Points!
The first player to acquire 3 harbor
points gets this card. Another player
who acquires more harbor points
takes this card.

20 Trade Tokens (Catan chits)

Preparation
Place the two sets of game pieces not chosen by the players
beside the game board. They will serve as game components for
the two imaginary neutral players.
Also place the trade tokens beside the board. At the beginning
of the game, each player receives 5 trade tokens.

P reparation
Place the Harbormaster special card beside the board.

T he Game
The normal rules for Catan apply. If you have 11 or more
victory points during your turn, the game ends and you are
the winner.

Set -Up
Set up the terrain hexes as usual in the white area shown
below. For each neutral player, place 1 settlement (without a
road) on one of the intersections of the game board marked in
the following illustration.

A dditional Rules
A settlement at a harbor gives 1 harbor point.
A city at a harbor gives 2 harbor points.
The first player to acquire 3 harbor points receives
the Harbormaster special card, worth 2 victory points.
If another player acquires more harbor points, he
takes the Harbormaster card and the 2 victory points.

P ossible C ombinations
This variant can be combined with all other T&B variants,
T&B scenarios, and Seafarers scenarios, without rule changes.
For any scenario, the normal number of victory points required
for victory should be increased by one point.

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Replenishing Trade Tokens

You and your opponents then build your two starting


settlements with roads, according to the normal set-up rules.
Therefore, after finishing the set-up phase, each player has
2 settlements and 2 roads on the game board, while each
neutral player has 1 settlement.

Once during your turn, you may discard one of your


face-up knight cards and take 2 trade tokens in exchange.
If you hold the Largest Army card and discard a face-up
knight card, you might have to set aside the Largest Army
card. If you only have only 2 face-up knight cards after
discarding, set it aside. If you and your opponent have the
same number of face-up knight cards (or your opponent
has more) after discarding, set it aside. Thereafter, a player
that has the most (at least 3) face-up knight cards takes the
Largest Army card.
When you build a settlement adjacent to the desert hex,
take 2 trade tokens (also applies during the set-up phase).
When you build a settlement on the coast, you take 1 trade
token (also applies during the set-up phase).
When you build a settlement adjacent to both the desert
and the coast, you take 3 trade tokens (also applies during
the set-up phase).

T he Game
In general, the normal 3-4 player rules for Catan apply. The
changes are described below.

A dditional R ules
Rolling for Production
On your turn, you roll the dice twice in a row. It is essential
that the two dice roll results differ from one another. Should
the second dice roll give the same result as the first one, roll
againas many times as necessary to produce two different
results. Immediately after each of the two dice rolls, the two real
players obtain resources and/or move the robber (a 7 result).

Building Progress of the Neutral Players

Possible C ombinations

When you build a road or a settlement, you must also build


(for free) 1 road or 1 settlement for either of the two neutral
players. If there is no legal settlement location for the neutral
players, you must build a road instead.
When you build a city or buy a development card, the
neutral players are not affected. The neutral players do not
receive resources; however, a neutral player can obtain the
Longest Road.

This variant can be combined (without rule changes) with all


other T&B variants, and with T&B and Seafarers scenarios in
which the Largest Army is not excluded.
For Combination with Catan Event Cards: On your turn,
you draw two event cards instead of rolling the dice.
If the second card has the same production result as the
first, no further cards are drawn. The production result is
applied twice.
For Combination with Cites & Knights: 2-player rules
have been developed for Cities & Knights. However, they are
too extensive to fit here. If you are interested in playing Catan:
Cities & Knights with 2 players, go to:
catan.com/service/combinations/catan-2-cities-and-knights.

Using Trade Tokens to Take Actions


On your turn, you may pay 1 or 2 trade tokens and take one
of these actions:
Action Forced Trade: You draw 2 random cards from
your opponents hand; in exchange, you give your opponent
2 cards of your choice from your own hand. If your
opponent only has 1 card, you can take it, but still must
give that opponent 2 cards in exchange.
Action Move Robber: You may move the robber to the
desert hex.
If your victory point total is less than or equal to your
opponents total, you must pay 1 trade token to take an action.
Otherwise, an action costs you 2 trade tokens. Return spent
trade tokens to the supply.

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Campaign Scenarios

This Campaign consists of 5 different scenariosstarting with the simple The Fishermen of Catan and ending with the
somewhat more complex Traders & Barbarians. Because of the increasing level of difficulty, we recommend that you play
the scenarios in sequential order. In theory, each scenario in this Campaign can be combined and played with each other
T&B scenario, and with Catan: Cities & Knights and each Catan: Seafarers scenario. In practice, each combination of
scenarios would need an adaptation of the rules. A description of each possible combination would go beyond the scope of
these rules. You can find the most useful possible scenario combinations at catan.com. Please stop by our website once in a
while to see what else is new in the world of Catan!

The Fishermen of Catan

What It Is A bout
The coasts and lakes of Catan are teeming with fish, but fish
has been a rare, though known commodity on Catan. So, what
could be more obvious than sending fishermen to the shores of
Catan to retrieve the precious goods from the depths of the lake
and the sea?
The fish caught soon proves to be a coveted commodity. For
2 fish, the robber voluntarily leaves Catan. For 4 fish, the bank
forks out a resource. For 5 fish, workers dont mind building a
road for free

After the settlers have built their first settlements, created


agricultural crop land and multiplied their
flocks of sheep on the fertile pastures of Catan,
they lean back in their chairs, satisfied. Totally
satisfied? No, not totally. Its true that lamb
and bread are delicious foodbut every day
the same dish makes some settlers wish their
menu would show a little more diversity. Thus,
it is only a matter of time until a couple of settlers equip
themselves with fishing rods and nets and try their luck on
the shores of Catan or the recently discovered lake. Meaning
that for Catans fish populations, the peaceful times have
definitely come to an end...
Note: This scenario differs significantly from the scenario
previously published with the same name. This scenario
has expanded rules and an added lake hex. Read these rules
carefully before beginning play.

Preparation
Replace the desert hex with the lake hex. The lake cannot
be placed on the edge of the island (i.e., the coast).
Mix the fish tokens and the old boot token together face
down and place them near the resource cards.
On each frame section, place a fishing ground tile on a free
vertex such that each points towards the island.
If you place your second settlement adjacent to a fishing
ground tile, you receive a fish token (see below) in
addition to your normal starting resources.
Place the robber beside the game board. He enters the
game only when the first 7 is rolled.

Duration of the Game: About 45-60 minutes


Additional Components: See illustration below

6 fishing ground tiles


(prod. #s: 4, 5, 6, 8, 9, 10)
FishYou
the may2 remove
FishYou
the may remove the
remove the may2 remove
2 FishYou
robberboard
2 FishYou may
from the game board
from the game
game board
game board the robber
robber from the robber from
gamereenters the game
gamereenters the (he
the (he
game
(he reenters the(he reenters
olled). the next time a 7 is rolled).
the next time a 7 is rolled).
s rolled).
e a 7 is r
the next tim
the next time a 7 i
3 FishYou may
3 FishYou may
3 FishYou may
3 FishYou may
draw
from1 resource from
from1 resourcedraw
from
draw 1 resourcedraw 1 resourceanother player. another player.
another player. another player.

1 lake hex
(prod. #s: 4, 5, 6, 8, 9, 10)
29 fish tokens

4 FishYou
may take
4 FishYou
may
take
take
take
may
4 FishYou
1 resource of your
4 FishYou may
1 resource of your
1 resource of your
1 resource of your
bank. from the bank.
bank. from thechoice
bank. from thechoice
choice from thechoice

x 10
x8

2015 Catan GmbH

2015 Catan GmbH

7 FishYou 7 FishYou
7 FishYou 7 FishYou may draw may draw
may draw
1 development
may draw
1 development
1 development 1 development
card for free. card for free.
card for free. card for free.
2015 Catan GmbH

2015 Catan

GmbH

5 FishYou may
5 FishYou may
5 FishYou may
immediately build
5 FishYou may
immediately build
immediately build
immediately build
1 road for free.1 road for free.
1 road for free.1 road for free.

4 overview cards
(1 per player)

Lake

x 11

1 old boot
token

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T he Game

Special C ases
7 fish tokens at most: You are not allowed have more
than 7 fish tokens at any one time. If you already have 7
fish tokens and would obtain another 1 or 2 fish tokens
for a settlement or city, you may exchange one of your fish
tokens with a fish token from the supply (hoping for a
token with more fish on it).
You cannot make change: If the number of fish on
your tokens is more than the purchase price, you lose the
excess fish.
Multiple actions per turn are allowed: You may use
fish tokens for more than 1 action during the same turn.
However, you must perform the actions one by one and
independently from one another. For example, you are not
allowed to pay 2 tokens with 3 fish each, thereby moving
the robber to the desert (2 fish), and take 1 resource from
the bank (4 fish).
Fish tokens are not resources: Fish tokens do not
count as resource cards, so do not count them toward
your hand limit and do not discard them when a 7 is
rolled on the dice. Similarly, the robber cannot be used to
steal fish tokens.
Harbors and fishing grounds: If you have a settlement
or city on an intersection that touches both a harbor and a
fishing ground tile, you receive both benefits.
If the fish tokens are depleted: When the last facedown fish token is drawn, turn over all the used fish tokens
and mix them again to form a new supply.
No fish trading: Fish tokens may not be traded
between players.

The normal rules for Catan apply. The changes are described
on the next page.

A dditional Rules
Fishing
Each fishing ground tile touches 3 coastal intersections.
Settlements and cities built on these intersections have a chance
to collect fish tokens. Each fishing ground tile shows a dice roll
number. When the number on a fishing ground tile matches
the number on the production dice roll, each settlement or city
adjacent to that fishing ground tile collects fish tokens. Each
settlement collects 1 token, while each city collects 2.
If you have a settlement or city on an intersection adjacent to
the lake hex, you may draw a fish token (2 for a city) whenever
a 2, 3, 11, or 12 is rolled.
Fish tokens are drawn randomly from the supply. If there are
not enough fish tokens to fulfill everyones production, no one
receives any fish tokens that turn.
When you draw a fish token, examine it. If it is the old boot
token, you must reveal it immediately (see below). If it shows
fish, keep it face down in front of you until you choose to
spend it.

Lake hex with production


numbers 2, 3, 11, and 12

Fishing ground with


production number 6

An Old B oot
If you draw the old boot, you must reveal it immediately! After
rolling the dice on your turn, you can give the old boot away.
You can give the boot to any other player who has the same
number of victory points as you or more victory points than you.
However, if you alone have the most points, you must keep the
old boot for yourself.
As long as the old boot is in your possession, you need 1
additional victory point to win the game! So, you would need
11 victory points to win the Catan base game. The old boot
is, therefore, not a negative victory point. Anyone who owns it
merely needs one additional victory point to win.

Actions with Fish Cards


On each fish token, 1, 2, or 3 fish are depicted. During
your turn, you can discard fish tokens in order to take certain
actions. You may discard multiple fish tokens to perform more
useful actions. The more fish you discard, the bigger the benefit:
2 fish Remove the robber from the board (do not steal
any cards) until he enters the game again (via a
7 or the use of a knight card).
3 fish Steal a random resource card from another player.
4 fish Take a resource of your choice from the bank.
5 fish Build a free road (as per normal building rules).
7 fish Draw a free development card.
Place the fish tokens you spend face up next to the supply of
fish tokens.

Catan-T&B 2015 Rule Book.indd 9

Ending

the G ame
The game ends as soon as a player has enough points during
his turn to win (10 normally, 11 if you have the old boot).

9
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The Rivers of Catan

C ombination With V ariants


This scenario can be combined with any of this expansions
variants.

While some settlers have totally committed themselves to


fishing, others are settling near the rivers of Catan. These
rivers are proving to be the true lifelines of the island. The
river trade is flourishing particularly wellas reflected in
profits of sheer gold!
No wonder that soon roads are appearing along the rivers,
and mighty bridges are crossing the water. Everyone wants
to be the wealthiest settler of the island. But it often happens
that, while one gets rich, many others get poor. How will you
fare?
Note: This scenario differs significantly from the scenario
previously published with the same name. This scenario
has expanded rules and more river hexes. Read these rules
carefully before beginning play.

For combination with Catan for Two


During set-up, each player receives 5 fish tokens: 2 tokens
with 1 fish each, 2 tokens with 2 fish each, and 1 token
with 3 fish. The remaining fish tokens are shuffled and
placed face down beside the game board.
Trade tokens are not used. The player who has fewer
victory points needs 1 fish less for each action.
New fish tokens are only obtained when the number of
a fishing ground tile or the lake hex is rollednot by
building a settlement on the coast or by discarding
a knight card.

For combination with Catan Event Cards

Duration of the Game: About 45-60 minutes


Additional Components: See illustration below

Robber Flees: Place the robber beside the game board until
he is used again (via a 7 or by playing a knight card).
When combined with the Harbormaster variant, this
scenario should be played until one player reaches 11 victory
points during his turn (12 victory points with the old boot).

2 sea frame pieces


(replace frame pieces
labeled 4-5 and 5-6)

3 river tiles
(a 3-hex river on 1 tile, and
a 4-hex river on 2 tiles)

12 bridges (3 of each color)

40 gold coins

1 Wealthiest Settler tile

1 Poor Settler tile

What It Is A bout
For each road and each settlement you build adjacent to a
river hex, you receive 1 coin. You can trade 2 coins for any one
resource of your choice. If you have the most coins, you are the
Wealthiest Settler, which earns you a special victory point. But
be careful! If you squander your coins, you could easily become
a Poor Settler and thus lose 2 victory points.

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P reparation
Assemble the frame and place the 3 river tiles as shown
in the illustration at the right. Replace two frame pieces
from Catan base game (labeled 45 and 56) with the
corresponding frame pieces provided in this expansion.
Remove from play the following terrain hexes from Catan
base game: 2 mountains hexes, 2 hills hexes, 2 pasture
hexes, 1 desert hex. Use the remaining terrain hexes to
create the rest of the island.
When placing number tokens, skip the two swampland
hexes and do not place tokens on them.
Place the first number token A on any coastal hex. Then,
skip number token 2 (B) and set it aside. Place the
remaining number tokens in alphabetical order, just as in
the set-up of Catan base game. Finally, place number token
2 (B) on the hex with number token 12 (H). Now
that hex produces resources whenever a 2 or a 12 is
rolled.
Place the robber on one of the two swampland hexes.
Place the coins beside the game board. At this point, none
of the players have coins.
Take the 3 bridges of your color.
Place the Wealthiest Settler and Poor Settler tiles beside
the game board.

Intersection Adjacent to a River Hex

Swampland Hex

Path Adjacent to a River

Building Site for a Bridge

Additional R ules
Settlements and Roads Adjacent to the River
As in the set-up phase, you receive 1 coin for each road and
each settlement that you build adjacent to a river hex. However,
you do not receive any coins for a settlement adjacent to a river
hex being upgraded to a city.

Set -Up

Building Bridges

Each player builds 2 settlements with 1 road each, as is


customary in the Catan base game. The following rules apply:
You may not build a road on any of the building sites for
the bridgesa building site is a path (see dotted lines)
that crosses a river. This rule applies during the whole
game.
For each settlement you build adjacent to 1 or 2 river
hexes, you receive 1 coin.
For each road you build on a path adjacent to a river hex,
you receive 1 coin.

2015 Catan GmbH

2015 Catan GmbH

2015 Catan GmbH

Building a bridge requires 2


brick and 1 lumber. A new bridge
must always connect to 1 of your
existing roads, settlements, or cities.
A bridge can only be built on one of
the 7 building sites for bridgesa
building site is a path that crosses a river. For each bridge you
build, you receive 3 coins. For the Longest Road and settlement
building, a bridge is treated as if it were a road. You can only
build 3 bridges. You may not use the development card Road
Building to build a bridge instead of a road.

Poor Settler & Wealthiest Settler Tiles


You can start the game with up to 4 coins. If you have the
smallest number of coins, you receive one of the Poor Settler
tiles (minus 2 victory points). If multiple players are tied for the
smallest number of coins (even 0 coins), each of those players
receives a Poor Settler tile (minus 2 victory points).
If you and you alone have the most coins, you receive the
Wealthiest Settler tile. This tile is worth 1 victory point.

Poor Settler Tiles


If you have the smallest number of coins
at any point in the game, you receive one
of the Poor Settler tiles (minus 2 victory
points). If multiple players are tied for the
smallest number of coins, each of those players receives a Poor
Settler tile. As soon as you no longer have the smallest number
of coins, you return your Poor Settler tile to the supply. When
you have this tile, your number of victory points is reduced by 2.

T he Game
The normal rules for Catan apply. The changes are
described below.

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The Caravans

Wealthiest Settler Tile


This special tile is worth 1 victory point.
Initially, you receive the Wealthiest Settler
tile by being the only player to have the most coins. If you hold
the Wealthiest Settler tile, you lose it if another players number
of coins equals or exceeds your number of coins. This can
happen due to you spending coins or due to another player
receiving coins. When you lose the tile, one of two things could
happen:
If a player is the only player with the most coins, he
receives the Wealthiest Settler tile and the associated victory
point.
Otherwise, the tile is set aside until there is only one player
with the most coins.

Recently, Catan has been enjoying steadily growing wealth,


thanks to its industrious settlers, fishermen, and merchants.
But not all of the settlers are satisfied. For some, Catan has
become too busy and agitated. To get away from the hustle
and bustle, they drive the robber from the desert and settle
at a small oasis. Now they have some peace and quiet, while
enjoying the clean and dry desert airbut soon the diet is
lacking variety, and the wool necessary to make new clothes
becomes scarce
Duration of the Game: About 60 minutes
Additional Components: See illustration below

Gold Coins
Up to two times during your turn, you may spend 2 gold
coins to buy 1 resource card of your choice from the supply.
You can spend coins the turn you receive them. You may trade
gold for resource cards with other players (and vice versa). You
may use maritime trade to obtain coins at the usual 4 identical
resources for 1 coin (or 3 for 1 if you have a 3:1 harbor). A 2:1
harbor cant help, since there are no 2:1 gold harbors. Coins
cannot be stolen by the robber. Coins cannot be taken by using
a Monopoly development card.

1 oasis hex

the G ame
The game ends when a player reaches 10 VPs during his turn.

22 camels

E nding

What It Is A bout

T ips For P laying This Scenario

Nomads have settled at the oasis. They are in dire need of


wool and grain, and they offer commodities of the desert in
exchange. Since the settlers of Catan can always spare some
sheep and grain, the nomads are sending out camels to
transport those coveted resources. Three caravans are formed
during the course of the gameeach caravan consists of
a string of camels that begins at the oasis. Each settlement
and city adjacent to a caravan route is worth an extra victory
point. Each road running parallel to a caravan counts double
(important for determining the Longest Road).

If you receive the Poor Settler tile, your chances of winning


the game are greatly reduced. Therefore, you should use your
coins to buy resources only when you still have enough options
to build at the river and thus replenish your own gold reserves.

C ombination With V ariants


This scenario can be combined with any of this expansions
variants.

For combination with Catan for Two


When you build a settlement adjacent to a swampland hex,
you receive 2 trade tokens.
Instead of sending the robber to the desert (which does not
exist in this scenario), he is sent to a swampland hex.

Preparation
The oasis hex replaces the desert. Place the oasis hex
at the very center of the island before creating
Catanthe orientation of the oasis is
arbitrary. Place the camels beside the
game board. Place the robber beside
the game board; as soon as the first
,7 is rolled, place him on any
hex with a number token
(not on the oasis).

For combination with Catan Event Cards


Robber Flees: The robber is placed beside the game
board until he is used again (via a 7 or the use of a
knight card).
When combined with the Harbormaster variant, this
scenario should be played until a player reaches 11 victory
points during his turn.

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T he Game

If there is still an open caravan starting point, you may


place a camel there to start a new caravan.
It is not possible for a caravan to branch. For each caravan,
there will always be 2 or fewer paths on which to place a
new camel. There are only 3 caravans, so there will be a
maximum of 6 possible paths on which a camel may be
placed during any given turn. The players vote on where
each camel is placed.
Example 2: The camel has been placed on position A. Now
there are 4 paths where the next camel may be placed.

The normal rules for Catan apply. The changes are


described below.

A dditional Rules
If, after set-up, you build any settlements or upgrade any
settlements to cities during your turn, 1 camel is placed after
you finish your turn. However, you do not necessarily choose
where to place the camel; instead its exact placement is
determined in a voting round (see below).

Placing a Camel
During play, 3 different caravans develop and extendeach
starts at the oasis and consists of a string of camels.
You must always place a camel on a path. That path must
not already be occupied by another camel, but it may be
occupied by a road. You may also build a road on a path
occupied by a camel. Place any road and camel on the
same path side by side.
Each camel has a front end (the head).
You must place the first camel of a caravan on a path
directly pointed to by one of the 3 arrows on the oasis hex
(see example 1)the camels front must point away from
that arrow. Each caravans first camel starts from a
different arrow.
Example 1: The first camel must be placed. There are
3 paths on which it may be placed.

Voting Round

You must place each of the second and latter camels of


a caravan on a path in such a way that the new camel is
adjacent to the front of the last previously placed camel
in its caravan (see example). The new camels front must
also point away from the last previously placed camel in
its caravan.

13
Catan-T&B 2015 Rule Book.indd 13

During a voting round, you get to bid once to determine how


many votes you have to influence the placement of a camel.
Bidding starts with the player who just finished his turn and
proceeds clockwise. You bid by placing wool and/or grain
resource cards face up in front of yourself. Only players who
have bid at least one card can negotiate with each other to
determine where to place the camel.
You have one vote for each card that you bid.
If you have more votes than all of the other players
combined, you choose where to place the camel.
Otherwise, if 2 or more players combined have the majority
of the votes and they agree on the placement of the camel,
they place the camel accordingly.
Otherwise (no agreement is reached), the player who has
the most votes chooses where to place the camel (even if
this player is a minority of the total votes).
Otherwise (there is no most votes player), the player
who just finished his turn chooses where to place the camel
(even if he has no votes).
Finally, all players discard their resources used for voting.
Note: Each player is offered only one opportunity to vote.
Adding more bidding cards to the first offer later on is
not allowed.

12/19/14 5:51 PM

Special C ases

Tips For P laying This Scenario

End of a Caravan

In the Catan base game, wool is usually the resource


considered least important. In this scenario, wool takes on a
greater significancewool is used for votes that affect camel
placement, which can lead to additional victory points. Grain is
also used for votes, but for building it can be more useful than
wool. So it is often a good idea to place a settlement adjacent or
close to a productive pasture hex during set-up.

A caravan ends when it can no longer be extended by adding


a camel. In addition, when the camel supply is depleted, all 3
caravans end.

Merging of 2 Caravans
Two caravans meeting at an intersection merge as soon as the
next camel is placed and will continue as a single caravan.

Combination With V ariants

Camels on the Coast and at the Oasis

You can combine this scenario with any of this expansions


variants.

A caravan may be extended by placing a camel on an


appropriate coastal path.
A caravans first camel may not be placed on a path along the
edge of the oasis hex. However, if a caravan finds its way back to
the oasis, a camel may be placed on a path along the edge of the
oasis hex.

For combination with Catan for Two


Each voting round determines the placement of 2 camels:
If you win the vote, you place 2 camels. However, you must
extend 2 different caravans.
In case of a tie, each player places a camelfirst the
player who just finished his turn and then the other player.
Instead of sending the robber to the desert, he is placed
beside the game board until he is used again (via a 7 or
the use of a knight card).

Benefits of Caravans
Longest Road A road on the same path as a camel
counts as 2 roads for the Longest Road. For example,
if a player has 4 continuous road segments and 2 of those
road segments are on the same paths as camels, it would
count as road with a length of 6. This would fulfill
the requirement of a length of at least 5 for the initial
Longest Road.
Increase in value of cities and settlements Each
settlement or city located between 2 camels is worth
1 additional victory point.
Example 3: (see the illustration) During the
course of the game, 3 somewhat longer caravans
have developed. A settlement of player White
and 2 settlements of player Blue are each
worth 1 additional victory pointbecause
each is located between two camels. Moreover,
3 roads of player Blue and one road of player
White count double for the Longest Road.
There are currently 6 paths on which a camel
can be placed.

For combination with Catan Event Cards


Robber Flees: Place the robber beside the board until he is
used again (via a 7 or the use of a knight card).
When combined with the Harbormaster variant, this
scenario should be played until one player reaches 13 VPs
during his turn.

E nding

the G ame
The game ends when a player reaches
12 victory points during his turn.

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Barbarian Attack

Desert Hex

Catans wealth doesnt go unnoticed. Fearsome


barbarians, eager for booty, are landing on the coasts of
Catan, spreading terror. The fun is overthe peaceful
times are history! One never knows where the barbarians
will strike. Initially, there are only a few raiders, but their
numbers increase rapidly. At first they only ruin resource
production. As their strength grows, however, they threaten
to besiege settlements and citieswith devastating
consequences.
But Catanians stand by each other. They respond by
training knights to send into battlebut will they be
strong enough?
Duration of the Game: About 60-90 minutes
Additional Components: See illustration below

Castle Hex
Place the inner terrain hexes: Randomly place the
following hexes in the white inner area: 1 forest, 1 pasture, 1
hills, 2 mountains, and 2 fields. One forest hex is not used.
Placing number tokens: After placing the hexes, place
the number tokens following the pattern shown below.
Take the 6 knights of your color.
Place a barbarian on the hex with the 2 number token
and on the hex with the 12. The remaining barbarians
are placed beside the game board.
Use the new 26 development cards that this expansion
provides for this scenario. Do not use any of the Catan
base game development cards.
Do not use the Largest Army special card.
Do not use the robber.

40 gold coins

24 knights
(6 of each
color)

30 barbarians
KNIGHTHOOD

card back

a new one

GmbH

Place 1 knight on 1 of
1 knight
the 6 paths of the castle hex!
You may place choice!
That path must not already be
on a path of your
y be
occupied by another knight. That path must not alread t.
er knigh
occupied by anoth
2015 Catan

Catan GmbH

2015 Catan GmbH

Rem
You obtain 2 gold. Remove
hexes from ove 1 barbaria
2 barbarians from 2 different
n
a hex
and place them on 2 other and add him of your choice
to your pris
unconquered coastal hexes. If ther
e are no barb oners!
on the coas
If there arent enough barbarians
arians
both
or
1
either
in play, take
this card andtal hexes, discard
draw
of them from the supply.

26 development cards

2015 Catan GmbH

SWIFT KNIGHT

INTRIGUE

2015

2015 Catan GmbH

TREASON

barbarian aTTaCK

Replace the base game development card


deck with this new development card deck.

cover card

What It Is A bout
Eager for booty, the barbarians are landing on the shores
of Catan. At first, their mere presence spreads fear and terror.
But as more and more barbarians cross the ocean, they begin
to occupy coastal hexes and block resource production. The
barbarians even threaten to capture coastal settlements and
cities. To survive, the Catanians must prepare their knights at
the castle anddemonstrating never before seen unitysend
them into battle against the barbarian hordes.

10

10

Place the outer terrain hexes: First, place the desert


hex and the castle hex as shown at the top of the next
column. Randomly place the following hexes in the gray
outer circle: 2 forest, 2 hills, 3 pasture, 1 mountains, and
2 fields. These hexes are coastal hexes.

12

P reparation

11

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Set -Up

You may not build a road on a path adjacent to a


conquered hex, and you may not build a settlement on an
intersection adjacent to a conquered hex.

Set up as outlined in the Catan base Settlers game, except


that your second settlement is replaced by a city. You still only
receive 1 resource for each terrain hex adjacent to your city.

c) A settlement or city is conquered


As soon as a city or settlement is not adjacent to an
unconquered hex (i.e., it is surrounded only by the frame and/
or conquered hexes), it becomes a conquered settlement/city.
Turn the conquered settlement/city on its side, but leave it on its
intersection.
You get no victory points for a conquered settlement/city.
If a conquered settlement/city has a harbor, you cannot
use it.
Since the desert hex and the castle hex can never be
conquered, a settlement or city adjacent to one of these
hexes cannot be conquered.
Example: A barbarian attack occurs; you roll and place
barbarians:
You roll a 3 and place a barbarian on the coastal hex
with the 3 (A).
You roll a 9 and place a barbarian on the coastal hex
with the 9 (B). Now 3 barbarians are on the hex, and it
is conquered. The hexs number token is turned face down.
The red settlement is also conquered, because there are no
unconquered hexes adjacent to itit is turned on its side.
You roll a 3. Since a 3 has already been rolled, you reroll the dice.
You roll an 8. However, the coastal hex with the 8 has
already been conquered (the number token is turned face
down), so no barbarian is placed.
Thus, you have rolled 3 different non-7 numbers and
placed 2 barbarians during the process.

T he Game
The normal rules for Catan apply. The changes are described
below.

A dditional Rules
In addition to rolling for production, trading, and building,
you may also resolve the following actions during your turn:
1. Barbarians land in Catan (each time you build a settlement
or upgrade a settlement to a city)
2. Immediately play a development card (each time you buy a
development card)
3. Place a knight (each time you play a Knighthood or a
Black Knight development card)
4. Move your knights (at the end of your turn, after you finish
trading and building)
5. Expel the barbarians (at the end of your turn, after moving
your knights)

1. Barbarians land on Catan


a) Barbarian attack
Each time you build a settlement or upgrade a settlement to
a city, you must immediately interrupt your turn and resolve
a barbarian attack. If there are no barbarians left in the
supply, all of the barbarians have landed on Catan and no more
barbarian attacks take place. Attacks proceed as follows:
Roll the dice until you get a result that is not a 7 (re-roll
as many time as needed). Then place a barbarian on the
coastal hex with the number token corresponding to the
dice roll result. If this coastal hex already has 3 barbarians,
do not place a barbarian (do not re-roll the dice).
Roll the dice until you get a result that is not a 7 and is
not the same as the first dice roll result. Then use this dice
roll result to place a barbarian as outlined in step 1.
Roll the dice until you get a result that is not a 7 and is
not the same as either of the first two dice roll results. Then
use this dice roll result to place a barbarian as outlined in
step 1.

b) Coastal hex is conquered


As soon as you have placed 3 barbarians on a coastal hex,
turn that hexs number token face down.
This conquered hex no longer produces resources when
you roll its number. You no longer place barbarians on this
hex during a barbarian attack.

Catan-T&B 2015 Rule Book.indd 16

16
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2. Immediately play a development card

b) Resolving a victory

When you buy a development card, you must immediately


reveal and resolve it. On your turn, you may buy any number of
development cards, but you must reveal and resolve each such
card before buying another development card. Discard each
development card after it is resolved. If the development card
stack is depleted, shuffle the discard pile and it becomes the
new development card stack.

When a victory occurs in a hex, the defeated barbarians on


the coastal hex become prisoners. These barbarian prisoners
are distributed among the involved players (i.e., the players
who have involved knights adjacent to the hex):
If you are the only involved player, you receive all the
prisoners.
If multiple players are involved, each of the involved players
gets a prisoner. If there are not enough prisoners to go
around, each involved player rolls the dice.
Each of the involved players who rolls highest (re-roll ties)
receives a prisoner. If you roll and dont receive a prisoner,
you receive 3 gold as compensation.
If each involved player receives a prisoner and a prisoner
is left over, the player who has the most involved knights
receives the prisoner. Should there be a tie for involved
knights, each involved player rolls the dice (re-roll ties).
The high roller gets the prisoner; the loser receives 3 gold.
Each two prisoners you hold are worth 1 victory point.
Example: The player Red moves his knight a total of
3 paths, to a path adjacent to the conquered hex (A). 4
knights are thus pitted against 3 barbarians. The knights are
victorious. The two players involved in the victory (red and
blue) each get one barbarian prisoner. The player Red gets
the third prisoner because he has more knights involved in
the victory.

3. Place a knight
When you play a
Knighthood development
card, place one of your
knights on 1 of the 6 paths
adjacent to the castle hex.
That path must not already
be occupied by another
knight. Similarly, when
you play a Black Knight
development card, place
1 of your knights on any
path not occupied by another knight.

4. Move your knights


After you finish trading and building on your turn, you may
move each of your knights. You move a knight from path to
adjacent path.
You may move each knight up to 3 paths. If you pay 1 grain,
you may move the knight up to 5 paths (instead of 3 paths).
If you want to increase the movement of several knights to
5 paths, you must pay 1 grain for each of these knights.
When you move a knight, ignore all other knights, roads,
settlements, and cities. However, none of your knights can
end his movement on a path occupied by another knight
(yours or another players).
After you finish moving your knights, none of them may be
on a path adjacent to the castle hex.

5. Expel the barbarians


a) Checking for victories
At the end of your turn, after moving your knights, check each
coastal hex to see if a victory occurs in that hex. Start checking
with the coastal hex numbered 4 (which is to the left of the
castle hex) and continue in clockwise direction until all of the
coastal hexes are checked.
For a given hex, victory occurs if there is at least 1 barbarian
on the hex and there are more knights on the hexs 6 adjacent
paths than barbarians on the hex.

c) Reconquered coastal hexes


When a victory occurs at a conquered coastal hex, turn the
hexs number token face up and turn upright any adjacent
conquered settlements and cities. The hex can once again
produce resources, and those settlements/cities are once again
fully functional (e.g., worth victory points). On the other hand,
barbarian attacks can once again affect the hex.

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A 7 is rolled for production

Example: The red settlement (A) regains its function, and


the number token (B) is turned face up again.

If you roll a 7 for production, you may draw 1 random


resource card from a player of your choice. In addition, each
player who has more than 7 resource cards must select half
(rounded down) of his resource cards and return them to
the bank.

Gold Coins

The large gold coins are worth 5,


while the small ones are worth 1.
Up to two times during your turn,
=5
you may buy a resource of your choice
for 2 gold. You may trade gold for
resource cards with other players (and
vice versa). You may use maritime
=1
trade to obtain coins at the usual
4 identical resources for 1 coin (or
3 for 1 if you have a 3:1 harbor). A 2:1
harbor cant help, since there are no 2:1 gold harbors.
Gold does not count as a resource and is thus not considered
when a 7 is rolled. Gold cannot be taken by using a
Monopoly development card.

d) Knight losses after a victory


After each victory, one of the involved players rolls a die
and places it in the center of the castle hex. The number
rolled determines one of the three orientation pairs of paths
adjacent to the castle hex: 1&4s, 2&5l, or 3&6n.
Check each knight involved in the victory. If the path that the
knight is on has the same orientation as one of the two paths
determined by the die roll, remove that knight from the board
(return to supply). For each of your knights removed, you
receive 3 gold as compensation.
Example: After a victory, a die is rolled to determine which
knight(s) will be removed. The 3&6n orientation is
rolled. A red knight and a blue knight are on paths that have
the 2&5l orientation. The owners of the knights put them
back into their supplies, and each receives 3 gold.

The events Treason and Intrigue


When one of these events is resolved, barbarians are
removed from certain coastal hexes and/or placed on other
coastal hexes. A barbarian may not be moved to a hex that
already contains 3 barbarians. If a barbarian is removed from
a conquered hex (i.e., from a hex occupied by 3 barbarians),
turn the hexs number token face up and turn upright any
adjacent conquered settlements and cities. The hex can once
again produces resources, and those settlements/cities are once
again fully functional.

You obtain 2 gold. Remove


2 barbarians from 2 different hexes
and place them on 2 other
unconquered coastal hexes.
If there arent enough barbarians
in play, take either 1 or both
of them from the supply.

INTRIGUE

2015 Catan GmbH

2015 Catan GmbH

TREASON

Remove 1 barbarian
from a hex of your choice
and add him to your prisoners!
If there are no barbarians
on the coastal hexes, discard
this card and draw a new one.

Ending

the G ame
The game ends as soon as a player reaches 12 victory points
during his turn.

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Traders & Barbarians

T ips

for P laying this S cenario


To come out as winner in this scenario, it is important to
build knights. On the one hand, you need knights to drive
barbarians off the hexes adjacent to your own settlements or
cities. On the other hand, you can use knights to take prisoners
that increase your victory point total. Since mostly it will not be
possible to win victories alone, you should cooperate and ally
with other playerspreferably with those who are not too close
to victory.

The barbarians have been driven off, and peace is


returning. The destruction the barbarians left in their wake
is being repaired as fast as possible. The castle where the
Council of Catan holds session suffered particularly severe
damage, but the restoration efforts are making real progress.
Now, the craftsmen need to finish the stained glass windows
and the new marble statues. Marble must be transported
from the quarry, sand must be brought to the glassworks,
glass must be delivered to the Castle, and tools are needed as
well.
The roads of Catan are bustling with traffic. Of course you
are involved; the Council pays for transport in solid gold.
Only some scattered barbarians are getting in the way
theyre waiting. For you!
Duration of the Game: About 90 minutes
Additional Components: See illustration below

C ombination With V ariants :


This scenario can be combined with any of this expansions
variants.

For combination with Catan for Two


1. A knight of a neutral color takes part in the game as the
foreign knight and may be freely used by both players.
When you build your first knight, you place the foreign
knight on a path adjacent to the castle hex. On your turn,
you first move your own knight(s) and then the foreign
knight. Once on the board, the foreign knight remains on
the board; he is never removed after a victory.
2. When you build a settlement for yourself and then a
settlement for a neutral player, the barbarians attack
twicefirst for your settlement, then for the neutral
settlement.
3. Since there is no robber, you may pay trade tokens to
move a barbarian. If your victory point total is less than or
equal to your opponents total, you must pay 1 trade token.
Otherwise, it costs you 2 trade tokens.
4. After a victory, if required use a default dice roll of 3 for
the foreign knight.
5. As compensation for removing a knight, you receive 2 gold
and a trade token instead of 3 gold.

2 sea frame pieces


(replace frame pieces
labeled 1-2 and 5-6

36 commodity tokens

Catan-T&B 2015 Rule Book.indd 19

30 barbarians

Card back

2015

X
GmbH

2015 Catan

TOOLMAK

GLASSMAKING
ING

QUARRY

ry.

GmbH

ired for victo

2015 Catan

2015 Catan GmbH

Catan GmbH

2015 Catan GmbH

2015 Catan

GmbH

1 Victory Point!
Move 1 barbarian to
1 your
Reveal this card on your
Victory
another road or path.
1 Victory Poiyournt!
If you have moved Reve
t! if, with it, you reach Reveal this cardyouon reach
if in the regularal this card Pointurn
If you place him on a road, 2 new roads aswagon
if, with it, on your the number of points turn if, with it, points
. you mayturn
move
draw 1 resource cardPlacehad just built them
manner,
the number you reach required for victory.
you
the number of
.
from the owner of the road.
of points
your wagon again.
requ
required for victory

26 development cards

2015 Catan GmbH

JOURNEY
ROAD BUILDING SWIFT

baGGaGe Train Cards

Use the set of 5 cards that match your color.


Place them face up in front of yourself.

Cover card

20 baggage train
cards (5 per player)
KNIGHT

Card back

2015 Catan GmbH

2015 Catan GmbH

40 gold coins

2015 Catan GmbH

Catan GmbH

4 wagons

2015 Catan GmbH

There are no knight cards and no robber in this scenario.


Thus, the following events have different meanings:
Robber Attacks!: The player whose turn it is may draw
one random resource card from a player of his choice. In
addition, each player who has more than 7 resource cards
must select half (rounded down) of his resource cards and
return them to the bank.
Robber Flees: Since there is no robber, this event does
not take place.
Conflict: If one player alone owns the most knights on the
board, he takes a random resource card from a player of
his choice.
When combined with the Harbormaster variant, this
scenario should be played until one player reaches 13 victory
points during his turn.

2015

For combination with Catan Event Cards

Token fronts

2015 Catan GmbH

Token backs

Traders & barbarians

Replace the base game development card


deck with this new development card deck.

Cover card

19
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What It Is A bout

Preparation

The Castle is being restored, so it will shine in new


splendor. For this purpose, glass panes for the leaded
windows are needed, along with marble for statues and
interior decoration. The players have the task of transporting
glass and marble to the castle hex as well as providing the
glassworks with sand and the marble quarry with tools. Each
transported commodity is rewarded with gold and counts as
a victory point. The first player to reach a total of 13 victory
points during his turn wins the game.
There are three new terrain hexes that serve as trade
hexes for the transport of commodities.

Castle Hex
For restoration,
the castle needs
marble and glass.
It provides tools
(from its smithy)
and sand (from
its shore).

First, assemble the frame. Replace 2 frame pieces from


basic Catan (labeled 12 and 56) with the corresponding
frame pieces provided in this expansion.
Then place the 3 trade hexes as shown in the illustration
below. The sea side of each trade hex must match up with
a sea side of the frame. Do not use the following 3 hexes
from the Catan base game: the desert hex, 1 pasture hex,
and 1 fields hex. Remove those 3 hexes from play.
Do not place number tokens on the 3 trade hexes
remove the 2 and the 12 number tokens from play.
Place the remaining number tokens as specified in the
set-up of the Catan base game, leaving out token 2 (B)
and token 12 (H). When placing the number tokens,
skip the trade hexes.
Arrange the commodity tokens into 3 stacks sorted by the
pictures on their backs (castle, quarry, glassworks). Shuffle
each stack and place it with the backs facing up (showing
the picture of a building) beside the corresponding trade
hex (see arrows in the illustration below).

X
Quarry Hex
The marble
quarry needs
tools. It provides
marble as well
as sand (from its
shore).

Glassworks Hex
The glassworks
needs sand. It
provides glass
and tools (from
its smithy).

2015 Catan GmbH

You receive the set of 5 baggage train cards whose frame


colors match your color. Stack the cards face down, sorted
so that the backs of the
cards are in sequence from
1 to 5. Turn the top (1)
baggage train card of your
stack face up and place
it next to the stack (see
4 1
illustration)this is your
active baggage train card.

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Movement

Place the 3 barbarians on the paths marked with black


crosses in the illustration below.
Use the new 25 development cards that this expansion
provides for this scenario. Do not use any of the Catan
base game development cards.
You receive 5 gold.
Do not use the Longest Road special card.
Do not use the robber.

After you finish trading and building during your turn, you
may move your wagon. The following rules apply:

1. Moving your wagon


You move your wagon along paths from intersection to
adjacent intersection. Moving your wagon along a path
from one intersection to an adjacent intersection costs 1 or
more movement points (MPs).
Any number of wagons may occupy a given intersection.
At the beginning of the game, your wagon has 4 movement
points to use each time you take your turn. You can
increase its MPs by upgrading your baggage train.
When you move your wagon along a path, the movement
point (MP) cost varies based upon whether or not the path
is occupied by a road and/or a barbarian:
The MP cost is 2 if the path does not have a road.
The MP cost is 1 if the path has one of your own roads.
The MP cost is 1 if the path has another players road, but
you must also pay 1 gold to that player.
The MP cost is increased by an additional +2 if there is a
barbarian on the path (see also section 5a).
Example: The red wagon has 4 movement points. It can
move (A) to the castle using 4 red roads (4 MPs). Or, it can
move (B) to the castle using a roadless path (2 MPs) and 2
blue roads (2 MPs), but would owe blue 2 coins. Or, the red
wagon can move (C) to the red settlement using 2 red roads
(2 MPs) with a barbarian (+2 MPs).

Set -Up
You set up as outlined in the Catan base game, except that
your second settlement is replaced by a city. You still only
receive 1 resource for each terrain hex adjacent to your city.
Once you have built your city, place your wagon next to it
your wagon is on your citys intersection.

T he Game
The normal rules for Catan apply. The changes are described
below.

T rade Hexes
Each of the 3 trade hexes has a central plaza intersection
with a building. Four interior paths lead to this central plaza.
For each trade hex, the following rules apply:
You may build roads on interior paths, according to the
usual rules.
You may not build a settlement on the central plaza
intersection of a trade hex (A).
You may not build roads on the three paths of a trade hex
(B) that border on the sea.
You may build settlements/cities on the 4 land corners
(intersections) of a trade hex; obeying the distance rule.
Example: The blue player and the red player have built roads
on three out of four paths of the trade hex. No settlement
may be built on the central intersection (A), and no road
may be built on the 3 paths (B) of the trade hexs coast.

B2 C

On your turn, you may pay 1 (and only 1) grain to increase


your wagons movement points by +2 for the current turn.
You may do so even after already having used some or all of
its MPs in the regular fashion.
Your wagon may stop and end its movement on any
intersection it moves to. Unused movement points are lost.
Your wagon must stop and end its movement whenever it
moves onto the central plaza of a trade hex.
If you do not have enough unused MPs to move along a
path, you may not partially move along the pathyour
wagon must end its movement on an intersection.

B
A

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2. Choosing an initial destination trade hex

3. Delivering your commodity

When you first move your wagon, you should choose one
of the 3 trade hexes to move towards (your wagons initial
destination). You may change your initial destination at will.
When your wagon eventually reaches the central plaza of
this trade hex, you dont receive any goldyou dont have a
commodity token to deliver. However, you do receive the top
commodity token from the stack corresponding to the trade
hex. Turn it face up in front of yourself to reveal the commodity
depicted on the front of the token. There are 4 different
commodities:

When your wagon stops at the central plaza of the trade hex
corresponding to your commodity token, you must deliver that
commodity:
Turn the commodity token face down (showing a picture of
a building). The token is worth 1 victory point.
Depending on your baggage train (see below), you also
receive between 1 and 5 gold.
Take and reveal another commodity token as outlined
abovethis commodity token determines your new
destination trade hex.

4. Upgrading your baggage train

Glass

Marble

Sand

Tools

Each trade hex produces two different types of commodities.


Glassworks hex

Quarry hex

Castle hex

Commodity tokens produced at each trade hex

On later turns, you must move your wagon to the trade hex
where this commodity can be delivered. You want to deliver
glass and marble to the castle hex, tools to the quarry hex, and
sand to the glassworks hex. For example, if your wagon is on
the glassworks hex and you have received a glass commodity
token, you must
move your wagon
to the castle trade
hex.
A player may
carry out only
one delivery at a
time. Only after
completing a
delivery may you
draw another
commodity token.

Your wagon represents the on-board location of your baggage


train. The characteristics of your baggage train are detailed on
your active (face up) baggage train card:
Your wagons movement points.
The gold you receive for
delivering a commodity.
The roll required to drive off a
5 2
barbarian (see below).
X
Example: Your active baggage
train card is shown here. You
have 5 movement points for your wagon (A), you receive 2
gold when delivering a commodity (B), and you drive off a
barbarian by rolling a 6 (C).
During trading and building on your turn, you may pay
resources to upgrade to your next baggage train card:
Pay the resources shown on the top card of your baggage
train stack.
Turn the top card of that stack over and place it on top of
your active baggage train card. This card is now your active
baggage train card.
Upgrading to the last baggage train card in your stack is
worth 1 victory point, as indicated on that card.

A
C

2015 Catan GmbH

Commodity tokens

5. The barbarians
Barbarians can occupy paths with roads and paths
without roads. Only 1 barbarian may occupy a given road or
path. You are allowed to build a road on a path occupied by
a barbarian.

a) Moving past barbarians


When moving your wagon along a path (road or no road)
occupied by a barbarian, your movement point (MP) cost is
2 more than normally required (i.e., roadless-path + barbarian
= 4 MPs; road-path + barbarian = 3 MPs). If you do not have
sufficient movement points to move past a barbarian, you either
stop on the intersection before the barbarian and lose any
unused MPs or move in another direction.

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b) Driving off a barbarian


If you upgrade your baggage train card at least once, you can
attempt to drive off a barbarian:
Pause your moving wagon on an intersection adjacent to a
barbarian.
Roll one die.
If the result is one of the die roll numbers shown on your
active baggage train card, you may move the barbarian to
any path or road not already occupied by a barbarian.
Regardless of whether you drive off the barbarian, you may
continue moving your wagon normally using any remaining
movement points. When you drive off a barbarian, you do
not steal a resource card from another player.
During each of your turns, you may only attempt to drive off
a given barbarian once.

6. A 7 is rolled
When you roll a 7 as your production roll, you must move
one of the 3 barbarians to any path not already occupied by
a barbarian. If you move a barbarian to a path occupied by a
road, you may draw a resource card (not gold) from the owner
of that road.
In addition, each player who has more than 7 resource cards
must select half (rounded down) of his resource cards and
return them to the bank.

Tips

for P laying this S cenario


Road building is very important, even though in this scenario
no Special victory points are obtained for the Longest Road.
The more roads you have, the faster you can move your
wagon from one trade hex to another and the less gold you have
to pay for using your opponents roads.
Always make sure that you have enough gold reserves.
Otherwise you might find yourself sitting with your wagon
between other players roads and not being able to move on
without gold. Then, if none of your fellow players pays you gold
for using your roads, your only option left would be to obtain
gold from tradingwith the other players or with the bank.

Combination With V ariants


This scenario can be combined with any of this
expansions variants.

For combination with Catan for Two


Return to the bank half (round up) of the gold you pay for
the use of neutral roads when moving your wagon, and give
the other half (round down) to you opponent.
Since there is no robber, you may pay a trade token to
move a barbarian to a path not occupied by a road and/or
another barbarianinstead of sending the robber to
the desert.
When you build a settlement adjacent to a trade hex, you
take 1 trade token (also applies during the set-up phase).

7. A 2 or a 12 is rolled
When you roll a2 or a 12 as your production roll, re-roll
the dice.

8. Gold Coins
The large gold coins are worth 5, while the small ones are
worth 1.
Gold is importantit is used to pay for the movement along
other players roads. In addition, up to two times during your
turn, you may buy a resource of your choice for 2 gold. You
may trade gold for resource cards with other players (and vice
versa). You may use maritime trade to obtain coins at the
usual 4 identical resources for 1 coin (or 3 for 1 if you have a
3:1 harbor). A 2:1 harbor cant help, since there are no
2:1 gold harbors.
Gold does not count as a resource and is thus not considered
when a 7 is rolled. Gold cannot be taken by using a
Monopoly development card.

E nding

the G ame
The game ends when a player has reached a total of 13 or
more victory points during his turn.

For combination with Catan Event Cards


There is no robber and no Longest Road in this scenario. The
following events thus have a different meaning:
Robber Attacks!: When you roll a 7 as your production
roll, you must move one of the 3 barbarians to any path not
already occupied by a barbarian. If you move a barbarian
to a path occupied by a road, you may draw a resource
card (not gold) from the owner of that road. In addition,
each player who has more than 7 resource cards must
select half (rounded down) of his resource cards and
return them to the bank.
Robber Flees: Since there is no robber, this event does
not take place.
Earthquake: It requires 2 movement points to move your
wagon along a road that is turned sidewaysthe same as is
required to move along a path without a road.
When combined with the Harbormaster variant, this
scenario should be played until one player reaches 14 victory
points during his turn.

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Credits

Card Deck Manifest

Design: Klaus Teuber (www.klausteuber.com)


Original Development: TM-Spiele GmbH
5th Ed. Development Team: Pete Fenlon, Arnd Fischer,

Ron Magin, Benjamin Teuber, and Guido Teuber
Art: Michael Menzel, Harald Lieske
Art Direction & Graphic Design: Pete Fenlon,

Michaela Kienle, and Ron Magin
Production: Ron Magin & Pete Fenlon
Translation: Gavin Allister, Guido Teuber
Special Thanks: Caecilia Pomponia Attica (LSKC/39-6),
Richard Bertok, Peter Bromley, Robert T. Carty, Jr., Coleman
Charlton, Dan Decker, Patrick De La Font, Marinda Darnell,
Morgan Dontanville, Chris Funk, Beatrice Jones, Phil Kaplan,
Hazel Kemp, Rebecca Kjeer, Kim Marino, Brad McWillaims, Jim
Miles, Trish Miller, Chuck Rice, Bridget Roznai, Larry Roznai,
Loren Roznai, Brad Steffen, Brian Steffan, Bill Wordelmann,
Elaine Wordelmann, Alex Yeager, Julie Yeager, and Gero Zahn

Catan Event Deck (38)


Rules Summary Card x1
Robber Attacks x6
Epidemic x2
Earthquake x1
Good Neighbors x1
Catan Prospers x16
Tournament x1
Trade Advantage x1
Calm Seas x2
Robber Flees x2
Neighborly Assistance x2
Conflict x1
Plentiful Year x1
New Year x1

Fishermen of Catan Deck

Original English Language Development: Guido Teuber, Coleman


Charlton, Pete Fenlon, and Alex Yeager
Rule testing and advice during the expansion development:
TM Spiele GmbH with: Reiner Mller, Wolfgang Ldtke, Peter
Neugebauer, and Fritz Gruber
Catan GmbH with: Claudia Teuber, Guido Teuber, Benjamin Teuber,
Arnd Beenen, Oliver & Petra Sack with With Katharina Sack, Yannick
Sack, Michael Pfundstein, Frank Wlfelschneider with With Daniela
Wlfelschneider, Daniela Reisser, Thomas Reisser, Xavi Bhlmann
with Jonas Bhlmann, Nina Bhlmann, Anja Gschwind, Oliver
Lehmann, Daniel Stehli with With Martin Grber, Jochen Buscher,
Andr Fleckner, Guiseppe Goffi, Dr. Reiner Dren with Anna Lebrato,
Manuel Lebrato, Monika Lebrato, Arend Overhoff, Nils Overhoff, Dr.
Martina Fach-Overhoff, Dirk Blask with Sandra Blask, Ralf Blask,
Sabine Heinrich, Guido Heinrich, Dietmar Stadler with Sylvia and
Klaus Rustler, Heinz Penzel, Denis Neumann, Simon Lbe, Meike
and Julia Stadler, and Sebastian Rapp.

Copyright 2007, 2008, 2015 Catan GmbH and Mayfair


Games, Inc. Published under license from Catan GmbH.
Published in cooperation with Kosmos Verlag. Catan, Catan:
Traders & Barbarians, The Settlers of Catan, and all other
product titles and marks listed herein are trademarks of Catan
GmbH. All rights reserved.

Cover Card x1
Rules Summary Card x4

Barbarian Attack Development Card Deck (27)


Cover Card x1
Treason x4
Intrigue x4
Knighthood x14
Swift Knight x4

Traders & Barbarians Development Card Deck (26)


Cover Card x1
Knight x15
Road Building x3
Swift Journey x3
Toolmaking x1
Glassmaking x1
Quarry x1

Traders & Barbarians Baggage Train Cards (21)


Cover Card x1
5 baggage train cards #d 1-5 x1 set per player
You have purchased a game of the highest quality.
However, if you find any components missing, please contact us
for replacement pieces at custserv@mayfairgames.com.

Mayfair G ames , Inc .


mayfairgames.com

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